Bigger grain of salt than the rest of this post! I have no direct confirmation of exactly what went on, and only able to assemble a picture of what happened based on what I saw in the push/pull logs and the conversations I'd held with both of them much earlier this year. Adam and Josh are two entir...

Thanks for all the well wishes everyone! I'll definitely try to hop into a thread everyone once in a while. What exactly is the team you are joining - their next unified engine or development on the current engine? The new shared engine team. I'll be on the client side (as opposed to the separate se...

Friends. Compatriots. Limit Theoreticians. I come bearing a dev log. As always, I've been bouncing around like a madman. Sprinkling a little feature dust here, vacuuming a few bugs there, reinforcing scaffolding, ensuring the house stays tidy as we scale, etc etc. Oh, and I may have finished an enti...

This worries me now: you're surely not saying that all you're planning up until the polish pass, is to allow *either* navigation *or* engine controls up? Cos that seems unworkable :-p Can you explain your concern? Having one set of controls out or multiple is simply the difference between dragging ...

And I'm curious: what core design concepts are still TBD? I don't have a list handy, but it's not a whole lot. One that comes to mind is diplomacy. It's not so much that there's a bunch of core concepts undesigned, but more that the fundamentals are designed and implementation is going to include f...

Friday, May 11th, 2018 Update time! Let's jump straight in. What have I been working on lately? A little bit of everything, as usual. A boatload of UI polish and new features. A cleanup pass on the engine. Completely overhauled the way we generate engine bindings for Lua. Reorganized and simplified...

Update time! Let's jump straight in. What have I been working on lately? A little bit of everything, as usual. A boatload of UI polish and new features. A cleanup pass on the engine. Completely overhauled the way we generate engine bindings for Lua. Reorganized and simplified our Lua support code. I...

In the meantime, I'm interested in learning how the whole-game project is progressing. What's Adam working on? How's the whole game feel with respect to the promises in the Kickstarter? Is there a big-picture plan for getting all the individual features to converge on a Limit Theory 1.0 release? I'...

Generally having a single button perform multiple, unrelated actions is going to be awkward. I can't think of any specific games or situations where that is common. For a concrete case where it's helpful to eat actions imagine Up, Down, Left, and Right are bound to moving focus in the UI. Then you f...

A pointer to what? Oh, a struct you say? So package up all the necessary data for a given type of operation, say, pathfinding and they write functions that operate on one or more data chunks? Hey look, you invented components!

I think that starts to change nowerdays, at least in the game-dev community. (with architectures using an entity component system) From what I hear AAA has mostly moved on from it, but Unity still encourages newcomers to think in term of inheritance and dynamic dispatch, unfortunately. I'm excited ...

it's not the tools that make your performance good, but the ability to make wonders with the limited set of tools you were given, and your capacity to find elegant solutions to stupid limitations imposed upon you. I'm not sure I follow the line of reasoning here. Sure, a good programmer will do goo...